Game system In development Dungeons

Dungeons

Dungeons are private instances for your party, with checkpoints, regrouping after a wipe, boss encounters, spectating after death and a five-minute reconnect grace. The first, beneath the Flooded Ruins, is still sealed.

Overview

The dungeon rules on this page are built into the current development build, but no dungeon is open to players yet.

A dungeon is an instance: your own copy of the place, for you and your party. These shared rules apply to every EOSTRA dungeon. The first dungeon, beneath the Flooded Ruins, is still being built and its entrance stays sealed.

Runs

  • You can run a dungeon as often as you like. Each run is fresh.
  • The instance stays open until the last player leaves it.
  • Defeated enemies stay dead and solved puzzles stay solved for the rest of the run. Enemies only reappear through specific scripted events.
  • A bigger party makes enemies tougher, not stronger: only their durability is scaled, never their damage or mechanics. The scaling is fixed when a fight begins and never changes because someone died, retreated or left.
  • Players who arrive late enter at the entrance or at a checkpoint the party has reached — never into a boss fight already under way.

Death and spectating

When you die in a dungeon you spectate: the camera follows a living teammate. Leave Dungeon takes you out with the normal respawn. Winning a fight does not bring the fallen back.

Wipes and checkpoints

A wipe is when every player still in the instance is dead — one death is never a wipe. A disconnected teammate whose character is still alive prevents a wipe.

After a wipe, DEFEATED – REGROUPING shows for a few seconds. Then the whole party is revived together:

  • after a wipe in a boss fight, at that boss’s checkpoint if the party reached it;
  • otherwise at the last checkpoint the party reached;
  • or at the entrance if no checkpoint was reached.

A checkpoint is reached when a living, connected player walks into it. Checkpoints the party hasn’t reached are never used.

The run carries on: there is no “dungeon failed” and no limit on wipes. After a wipe outside a boss fight, enemies that were still alive return to their places at full health; enemies you had killed stay dead.

Bosses

  • A wipe in a boss fight resets the boss, its summons and its mechanics. Ordinary enemies you had already cleared stay cleared.
  • If everyone fighting a boss falls while a teammate is still alive elsewhere, it is not a wipe: the boss resets, and the fallen spectate as usual.
  • Bosses have readable warnings for their abilities, never regenerate and never enrage.
  • Stepping out of the arena through an exit counts as a retreat: you are locked out of that encounter, and your hits no longer count. If every survivor retreats, the boss resets after a short pause.
  • Nothing crosses the arena boundary: damage, healing, effects and spells from outside the arena don’t reach inside, and enemies never target across it.

Disconnects

If you disconnect, you have five minutes to come back. Your character stays in the instance, still vulnerable, and you reclaim the same body when you reconnect. A death while you were away is not undone.

Victory

Defeating the dungeon shows DUNGEON COMPLETE and opens an exit portal. Everyone leaves in their own time — there is no forced timer.

When an instance closes, ordinary items left on the ground are deleted, but an uncollected Mythic survives.

Current values (development — subject to change)
ValueCurrent
Reconnect grace5 minutes
Extra durability per extra party member+50%

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